New Mighty No. 9 gameplay trailer highlights its multiple game modes

Deep Silver has released a new trailer for Mighty No. 9 that highlights all of the different game modes players can expect in the title when it launches on February 9.

The “Bring It” trailer shows off Mighty No. 9’s Boss Rush, Challenge Mode, One-Hit Death Maniac Mode, and online Co-op challenges. All of which have been implemented in order to make the game fun, challenging, fun, replayable, and, of course, fun. The new trailer also shows off a montage of various in-game visuals, which all look exactly as you’d expect Mighty No. 9 to look.

After being delayed over and over and over again, we certainly hope Might No. 9 ends up being a fun experience when it’s released in February. It would be a shame if all of these delays ended with a sub-par game, which we always hate to see around here.

they didn't just get 4 million:
"On July 6, 2014, there was another crowd funding campaign for bonus content. The first stretch goal is to raise $200,000 for full English voice acting in the game.
On October 30, 2014, Comcept asked via their kickstarter page for an additional $198,000 to complete a DLC stage introducing Beck's rival: Ray."

Man what I could of done with this game with my game engine and some more people it would of been crazy.

I could of easily hit that concept art target and made it even better, shit with only one good hired 2D artist (or 3D person we could of pre rendered assets and then juiced it with my real time lighting, FX etc) the game would of been bananas when I would be done with it.

From all the videos I've seen and been keeping track of, that combo system seems completely unnecessary and clutters the screen. It seems to add unneeded bookkeeping to a game where all I want to do is shoot robots and not die. Was there any explanation on what that system is? There has to be some gameplay thing other than more points.

How many years has this been in development? How many people are working on it? It's not an overly complex game, it's not vanillaware tier visuals. Why does it take so much money and time to make a game that a moderately experienced 3-4 person indie team could develop in half the time for a fraction of the budget?